Robert the Contractor
- Origin Nim
- Class Mage
- Kit Wild Mage
- Culture Telrainian
- Faction Almacantar
- Ethos Radical
Sword & Sorcery
A Quest of Queens
Can you restore balance to the World of Ruin?
The Dune Sea
Defy destiny in this pulp action-adventure.
Great White North
Find your fortune in the outlands of Farlas.
Magic University
Face the fantastic at the Magic University.
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Everyone told you you're not good enough. You were surrounded by greatness, your genius obscured. You seek to prove them all wrong and achieve renown.
Your first impression always leaves a bad taste in people's mouths. You are arrogant, bad-tempered, competitive, boorish, perverted, crass, or foppish.
Talent
You gain advantage on any check that involves engineering or crafting. You have advantage on Deft but have disadvantage on Mighty.
Technique
You may make a spell check using Smart to dispel the magic of your enemies (per the spell Dispel Magic). Additionally, as a reaction, you may absorb their spell before its targets are affected by the magic as long as your opponent is visible to you (per the spell Counterspell) and you have not already acted in the round. To absorb an opponent’s magic, you must spend MP equal to the MP your opponent spent to cast the spell. As long as you have MP (and at the GM's discretion), you can create minor, illusory cantrips related to your maleficence. Such cantrips are instantaneous and harmless, and cannot duplicate the effects of any other spells.
kit
You have learned that this is not The Way. Your resistance to the teachings passed down to you by those in charge allow you to overcome your people's shortcomings. When making attribute checks that involve magical skill, you may negate any disadvantage conferred by your origin. The GM gets the final say as to whether the check qualifies. You start with 3 extra MP.
Shotgun +7
Firearms
Bare Fists or Feet +1
Hand-to-Hand
You have no armor equipped.
You have no shield equipped.
Heroic deeds of valor are not your forte.
Force
Sorcery +7
The victim is stunned until after their next action.
Aunty's Ablution
Alchemy +7
You transform a volume of liquid equal to the area of effect into a soapy bath of potable water. Spectral hands restrain and wash all those within the area of effect.
Poltergeist
Conjuration +6
You manifest poltergeists to haunt the area of effect. This haunting lasts for 1 hour per MP spent. While the spellcaster does not have control over what the poltergeists might do in the area of effect, they will seek to cause chaos and unrest at every opportunity, frustrating the aims of anyone living who attempts to inhabit the space. The poltergeists may cause harm inadvertently, but they are not murderous and would rather their victims suffer mental anguish than perish.
Sanctuary
Artifice +6
You conjure into existence a physical sanctuary of your imagining which occupies the area of effect. This sanctuary functions as a safe space for you and as many companions as can fit inside to seek shelter and recover for 1 hour per MP spent. When you cast this spell, you may choose to increase the spell's duration by 1 hour for each space you decrease its area of effect, down to a personal space. The sanctuary is magically protected from mundane elements (rain, snow, heat, etc) and contains an environment pleasing to the spellcaster. It can have many physically locked portals (such as windows or doors) as MP spent—make a spell check to set a TN for intrusion—but is otherwise as vulnerable to attack as any mundane structure would be.
Tipple
Force +7
You telekinetically move a volume of liquid equal to the area of effect to the lips of your target within the area of effect for the duration of the spell. If the target is unwilling to drink, they are entitled to a spell check, and if they fail, they are considered entangled as the flow of liquid drowns them for the duration of the spell. (A victim who is drowning for more rounds than they have Mighty is automatically placed on death’s door.) If you subject a victim to forced imbibing in this way, you must concentrate on the spell or else the spell ends.
Force
Sorcery +7
The victim is stunned until after their next action.
Focus Slot
Empty
You have not learned any stances.
Focus Slot
Empty
You have no armors in your inventory.
You have no shields in your inventory.
This hero has not logged any notes.
Advanced Old School Revival (OSR+) is rules-light tabletop RPG that combines old school play with modern storygaming, designed for new and veteran players alike.
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